30,795 research outputs found

    Shaping the Future of Animation towards Role of 3D Simulation Technology in Animation Film and Television

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    The application of 3D simulation technology has revolutionized the field of animation film and television art, providing new possibilities and creative opportunities for visual storytelling. This research aims to explore the various aspects of applying 3D simulation technology in animation film and television art. It examines how 3D simulation technology enhances the creation of realistic characters, environments, and special effects, contributing to immersive and captivating storytelling experiences. The research also investigates the technical aspects of integrating 3D cloud simulation technology into the animation production pipeline, including modeling, texturing, rigging, and animation techniques. This paper explores the application of these optimization algorithms in the context of cloud-based 3D environments, focusing on enhancing the efficiency and performance of 3D simulations. Black Widow and Spider Monkey Optimization can be used to optimize the placement and distribution of 3D assets in cloud storage systems, improving data access and retrieval times. The algorithms can also optimize the scheduling of rendering tasks in cloud-based rendering pipelines, leading to more efficient and cost-effective rendering processes. The integration of 3D cloud environments and optimization algorithms enables real-time optimization and adaptation of 3D simulations. This allows for dynamic adjustments of simulation parameters based on changing conditions, resulting in improved accuracy and responsiveness. Moreover, it explores the impact of 3D cloud simulation technology on the artistic process, examining how it influences the artistic vision, aesthetics, and narrative possibilities in animation film and television. The research findings highlight the advantages and challenges of using 3D simulation technology in animation, shedding light on its potential future developments and its role in shaping the future of animation film and television art

    MODELING AND RENDERING OF CONVECTIVE CUMULUS CLOUDS FOR REAL-TIME GRAPHICS PURPOSES

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    The paper presents a simulation and rendering model of three dimensional covective cloud evolution. The model is physically based, however its purpose is graphical. The main stress is put on balancing two parts of a model: the atmsphere simulation with convective motion of air and water vapor combined with rendering of semi-transparent and light-scattering clouds, in order to achieve realistic animation in real-time. We examine and compare two algorithmic approaches based on CPU and GPU computations

    ePointDA: An End-to-End Simulation-to-Real Domain Adaptation Framework for LiDAR Point Cloud Segmentation

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    Due to its robust and precise distance measurements, LiDAR plays an important role in scene understanding for autonomous driving. Training deep neural networks (DNNs) on LiDAR data requires large-scale point-wise annotations, which are time-consuming and expensive to obtain. Instead, simulation-to-real domain adaptation (SRDA) trains a DNN using unlimited synthetic data with automatically generated labels and transfers the learned model to real scenarios. Existing SRDA methods for LiDAR point cloud segmentation mainly employ a multi-stage pipeline and focus on feature-level alignment. They require prior knowledge of real-world statistics and ignore the pixel-level dropout noise gap and the spatial feature gap between different domains. In this paper, we propose a novel end-to-end framework, named ePointDA, to address the above issues. Specifically, ePointDA consists of three modules: self-supervised dropout noise rendering, statistics-invariant and spatially-adaptive feature alignment, and transferable segmentation learning. The joint optimization enables ePointDA to bridge the domain shift at the pixel-level by explicitly rendering dropout noise for synthetic LiDAR and at the feature-level by spatially aligning the features between different domains, without requiring the real-world statistics. Extensive experiments adapting from synthetic GTA-LiDAR to real KITTI and SemanticKITTI demonstrate the superiority of ePointDA for LiDAR point cloud segmentation.Comment: Accepted by AAAI 202

    VirtFogSim: A parallel toolbox for dynamic energy-delay performance testing and optimization of 5G Mobile-Fog-Cloud virtualized platforms

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    It is expected that the pervasive deployment of multi-tier 5G-supported Mobile-Fog-Cloudtechnological computing platforms will constitute an effective means to support the real-time execution of future Internet applications by resource- and energy-limited mobile devices. Increasing interest in this emerging networking-computing technology demands the optimization and performance evaluation of several parts of the underlying infrastructures. However, field trials are challenging due to their operational costs, and in every case, the obtained results could be difficult to repeat and customize. These emergingMobile-Fog-Cloud ecosystems still lack, indeed, customizable software tools for the performance simulation of their computing-networking building blocks. Motivated by these considerations, in this contribution, we present VirtFogSim. It is aMATLAB-supported software toolbox that allows the dynamic joint optimization and tracking of the energy and delay performance of Mobile-Fog-Cloud systems for the execution of applications described by general Directed Application Graphs (DAGs). In a nutshell, the main peculiar features of the proposed VirtFogSim toolbox are that: (i) it allows the joint dynamic energy-aware optimization of the placement of the application tasks and the allocation of the needed computing-networking resources under hard constraints on acceptable overall execution times, (ii) it allows the repeatable and customizable simulation of the resulting energy-delay performance of the overall system; (iii) it allows the dynamic tracking of the performed resource allocation under time-varying operational environments, as those typically featuring mobile applications; (iv) it is equipped with a user-friendly Graphic User Interface (GUI) that supports a number of graphic formats for data rendering, and (v) itsMATLAB code is optimized for running atop multi-core parallel execution platforms. To check both the actual optimization and scalability capabilities of the VirtFogSim toolbox, a number of experimental setups featuring different use cases and operational environments are simulated, and their performances are compared

    Service oriented interactive media (SOIM) engines enabled by optimized resource sharing

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    In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and dashboard applications. Porting traditional game engines and interactive media engines to the cloud without fundamentally changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of applications, for example simple and transparent upgrading of content and unified user experience on all end-user devices. This paper discusses a new architecture for game engines and interactive media engines fundamentally designed for cloud and SON. Main advantages of SOIM engines are significantly higher resource efficiency, leading to a fraction of cloud hosting costs. SOIM engines achieve these benefits by multilayered data sharing, efficiently handling many input and output channels for video, audio, and 3D world synchronization, and smart user session and session slot management. Architecture and results of a prototype implementation of a SOIM engine are discussed
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